Coastal nodes

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Pre-alpha naval concept.[1]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[2]Steven Sharif

There will be nodes along the coast and on islands.[3]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[3]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[2]
  • The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[4]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[5]
We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[6]Steven Sharif

Harbors

Alpha-1 harbor early preview concept.[11]

Harbors that are located in specific areas around the world along the coast and those are points of interest that get adopted by a node when they reach certain levels in proximity to that harbor, or if the node gets vasseled by a parent or sovereign node in relationship to their vassal owning that harbor.[12]Steven Sharif

Harbors are initially dilapidated points of interest that appear in coastal areas.[13] Harbors have a significant amount of influence over the waters.[14]

Harbors are where ships get built and launched and harbors are essentially dilapidated points of interest that progress when a node nearby, coastal or not, adopts that point of interest or that harbor. Then the node can contribute towards building up the harbor; and players who may not be citizens of that node can still go to that harbor and access its services.[13]Steven Sharif

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) (or higher) coastal node.[6][14][15][16] It was also stated that ship workstations are only unlocked by the advancement of that coastal node.[17][15][16][18]

  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[12]
    • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[12]

召喚船舶

船舶 (excluding raft caravans) can only be summoned from a port or harbor.[19][20][21][22]

You can summon your ships up but you'll need to summon them from land, which means that if something happens to your armada out at sea you won't have backups to just summon immediately in the middle of the fight... They'll have to do so from shore somewhere from some port or harbor.[22]Steven Sharif
Rivers can only be used by caravan rafts. Ships that are intended for the ocean cannot travel upstream in a river. It is too shallow.[19]Steven Sharif
  • Rivers can only be used by raft caravans.[24] Previously it was stated that ships may be able to be summoned in rivers (or other bodies of water) depending on the depth of the water.[25]

船舶

Tea transport PAX East 2018 exclusive cosmetic ship skin.[31]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[32]Steven Sharif

船舶 are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[33][23]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[34]
    • Quest lines may have NPC driven ships.[34]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[34]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[34]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[35]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[36][23]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[36]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[36]
    • Other ship permissions may include operating weapons, anchors, and utility items.[23]
  • Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[39][33]
We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[39]Steven Sharif

Trade ships

Alpha-2 raft caravan in the Riverlands biome.[26]

Caravans are capable of transitioning from land to raft caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of a minute to two minutes. There's a little bit of vulnerability in that regard.[29]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[40][27][41][30]

Naval content

海军 content refers to content above and below the sea.[14][9]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[10]

There will not initially be naval content (such as a Dark Lake) in the Underrealm, but this may be something that gets added in future expansions.[46]

There won't be class abilities that are specific to naval content, but some utility skills (such as underwater breathing) may be of some benefit.[47]

美術圖

其他

引用

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